Author SHA1 Message Date
Niklumm 58ff9f2e63 Merge branch 'main' into bug_fix_branch 2025-12-15 10:48:42 +01:00
Niklumm a4b18d1207 bug fixed 2025-12-15 10:47:32 +01:00
pumcookie ef779381a6 HighScore Final 2025-12-01 14:37:35 +01:00
marcelbls c6cdebfc84 Zähler eingebaut und versucht highscore zu fixen
Zähler eingebaut und versucht highscore zu fixen
2025-12-01 13:11:11 +01:00
pumcookie aa5ca11829 ScoreManager Score Part 2025-11-30 20:36:17 +01:00
Legaeli c0c25360cb Added user interface 2025-11-25 11:24:28 +01:00
Niklumm 9b3e642475 small max cube_count fix 2025-11-23 13:35:52 +01:00
Niklumm 9e5719f8f0 working flexible cube count 2025-11-23 13:31:24 +01:00
Legaeli f0a7363497 fuck your idea 2025-11-18 09:01:46 +01:00
Niklumm edb628f7ba idea changed 2025-11-18 08:58:36 +01:00
Legaeli 4ea94f1917 Test fix. Alles klappt (hoffentlich) 2025-11-18 08:53:50 +01:00
Niklumm d06404f865 FInal ohne .idea im git ignore
Test weil es chris fickt
2025-11-18 08:48:40 +01:00
Niklumm 79f97d6121 FINALFINALFINAL
es klappt nicht anfassen
2025-11-18 08:47:23 +01:00
Niklumm 784f75f4db Update .gitignore 2025-11-17 16:05:22 +01:00
Niklumm 9873b963fa Merge branch 'main' of https://git.efi.th-nuernberg.de/gitea/guballaro99746/Stone_Development 2025-11-17 16:03:54 +01:00
pumcookie 7dacd91b32 finalev2 2025-11-17 15:34:05 +01:00
pumcookie 4d2df95404 Merge remote-tracking branch 'origin/main'
# Conflicts:
#	.idea/workspace.xml
2025-11-17 15:33:29 +01:00
marcelbls 1527b661ea Merge branch 'main' of https://git.efi.th-nuernberg.de/gitea/guballaro99746/Stone_Development 2025-11-17 15:33:31 +01:00
marcelbls b1a825b386 update 2025-11-17 15:33:21 +01:00
pumcookie c002d7dd4b Merge branch 'refs/heads/project_tests'
# Conflicts:
#	.idea/workspace.xml
#	CMakeLists.txt
#	tests.cpp
2025-11-17 15:32:15 +01:00
pumcookie 72aac0894d trying merge 2025-11-17 15:23:42 +01:00
marcelbls 6b8e5f7204 Cmake List update 2025-11-17 15:11:42 +01:00
marcelbls 480fd67817 Merge branch 'main' into project_tests 2025-11-17 15:09:56 +01:00
marcelbls 366f7b1c37 updated 2025-11-17 15:08:48 +01:00
pumcookie 0da8b5ee41 Merge remote-tracking branch 'origin/main' 2025-11-17 15:07:56 +01:00
marcelbls cdc533c586 updated 2025-11-17 15:03:34 +01:00
Legaeli aac593edb3 Gitignore 2025-11-17 15:02:40 +01:00
guballaro99746 b73ba1a0e0 Merge branch 'project_tests'
# Conflicts:
#	cmake-build-debug/Prog3B.exe
#	cmake-build-debug/Testing/Temporary/LastTest.log
2025-11-17 15:00:11 +01:00
marcelbls d4ceaeb516 lles wieder da 2025-11-17 14:59:21 +01:00
marcelbls ca3f80284c update 2025-11-17 14:24:28 +01:00
guballaro99746 35e35cad9b gitignore 2025-11-17 14:19:36 +01:00
marcelbls 7c8ea0c30e update Test.cpp 2025-11-17 09:30:31 +01:00
marcelbls 9e322748dc Tests implementiert 2025-11-17 09:26:31 +01:00
40 changed files with 17441 additions and 62 deletions
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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />
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<change beforePath="$PROJECT_DIR$/main.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/main.cpp" afterDir="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -65,58 +46,85 @@
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<option name="ide" value="CLion" />
<option name="majorVersion" value="2024" />
<option name="minorVersion" value="3.4" />
<option name="productBranch" value="Classic" />
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+76
View File
@@ -0,0 +1,76 @@
cmake_minimum_required(VERSION 3.16)
project(Prog3B)
# === Basis-Konfiguration ===
set(EXECUTABLE_NAME Prog3B)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Default-Build-Type (falls nicht angegeben)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
# === Quell- und Header-Dateien ===
set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/gamematrix.cpp
${CMAKE_CURRENT_LIST_DIR}/createCube.cpp
${CMAKE_CURRENT_LIST_DIR}/userinterface.cpp
${CMAKE_CURRENT_LIST_DIR}/raygui_impl.cpp
${CMAKE_CURRENT_LIST_DIR}/ScoreManager.cpp
)
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/windows
${CMAKE_CURRENT_LIST_DIR}/raylib
)
# === Betriebssystem automatisch erkennen ===
if(WIN32)
set(OS_DIR "windows")
elseif(APPLE)
# Prüfen, ob ARM oder x86
execute_process(
COMMAND uname -m
OUTPUT_VARIABLE ARCH
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if(ARCH STREQUAL "arm64")
set(OS_DIR "mac_arm")
else()
set(OS_DIR "mac_x86")
endif()
elseif(UNIX)
set(OS_DIR "linux")
else()
message(FATAL_ERROR "Unbekanntes Betriebssystem!")
endif()
# === Executable erstellen ===
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
# === Bibliotheken verlinken ===
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a
)
# Windows: zusätzliche Systemlib
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE winmm)
endif()
# macOS: Frameworks
if(APPLE)
target_link_libraries(${EXECUTABLE_NAME}
"-framework IOKit"
"-framework Cocoa"
"-framework OpenGL"
)
endif()
add_executable(Prog3B_tests tests.cpp)
set_target_properties(Prog3B_tests PROPERTIES WIN32_EXECUTABLE OFF)
+2
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@@ -0,0 +1,2 @@
score 99
time 99999.99
View File
+72
View File
@@ -0,0 +1,72 @@
#include "ScoreManager.h"
#include <fstream>
#include <iostream>
ScoreManager::ScoreManager(const std::string& filename) : highscoreFile(filename) {
loadHighscore();
}
void ScoreManager::loadHighscore() {
std::ifstream file(highscoreFile);
if (!file.is_open()) {
std::cout << "No highscore file found, creating new file.\n";
highScore = 9999;
bestTime = 99999.99;
return;
}
std::string key;
while (file >> key) {
if (key == "score") file >> highScore;
else if (key == "time") file >> bestTime;
}
file.close();
// If file contains useless values (like old format), reset
if (highScore <= 0 || highScore > 9999) highScore = 9999;
if (bestTime <= 0 || bestTime > 99999.99) bestTime = 99999.99;
}
void ScoreManager::incrementScore() {
currentScore++;
}
void ScoreManager::resetScore() {
currentScore = 0;
}
void ScoreManager::saveHighScore(int finalScore, double finalTime) {
bool updated = false;
if (finalScore < highScore) {
highScore = finalScore;
updated = true;
}
if (finalTime < bestTime) {
bestTime = finalTime;
updated = true;
}
// For safety: If file was default → always write
if (highScore == 9999 && bestTime == 99999.99)
updated = true;
if (!updated) return;
std::ofstream file(highscoreFile);
if (!file.is_open()) {
std::cerr << "❌ ERROR: Can't write highscore file\n";
return;
}
file << "score " << highScore << "\n";
file << "time " << bestTime << "\n";
file.close();
std::cout << "✅ Highscore updated!\n";
}
+25
View File
@@ -0,0 +1,25 @@
#pragma once
#include <string>
#include <limits>
class ScoreManager {
public:
ScoreManager(const std::string& filename);
void incrementScore();
void resetScore();
void saveHighScore(int finalScore, double finalTime);
int getCurrentScore() const { return currentScore; }
int getHighScore() const { return highScore; }
double getBestTime() const { return bestTime; }
private:
int currentScore = 0;
int highScore = std::numeric_limits<int>::max();
double bestTime = std::numeric_limits<double>::max();
std::string highscoreFile;
void loadHighscore();
};
@@ -1 +0,0 @@
CMakeLists.txt not found in C:\Users\marce\Desktop\Prog Praktikum C++\Semester 3\Stone_Development Select CMakeLists.txt
+64
View File
@@ -0,0 +1,64 @@
#include "createCube.h"
#include <iostream>
std::vector<Vec3> createCubes(int pairs)
{
std::vector<int> fieldSize = calculateFieldSize(pairs);
std::vector<Vec3> cubePositions;
//std::cout<<(fieldSize[0])<<std::endl;
//std::cout<<(fieldSize[1]) <<std::endl;
int start_x = (fieldSize[0]/2) * -2;
int start_y = (fieldSize[1]/2) * -2;
for (int i = 0; i < fieldSize[0]; i++)
{
for (int j = 0; j < fieldSize[1]; j++)
{
cubePositions.push_back(Vec3(start_x + 2*i, 0, start_y + 2*j));
}
}
return cubePositions;
};
std::vector<int> calculateFieldSize(int pairs)
{
std::vector<int> best_field = {pairs, 2};
int cube_count = pairs *2;
int test_count = 3;
while (test_count < pairs)
{
for (int i = 3; i < pairs; i++)
{
if (test_count * i == cube_count && test_count + i < best_field[0] + best_field[1])
{
best_field[1] = test_count;
best_field[0] = i;
}
}
test_count++;
}
return best_field;
};
std::vector<Color> getColors(int pairs)
{
std::vector<Color> returnColors;
Color colors[] = {
{230, 25, 75, 255}, // Red
{60, 180, 75, 255}, // Green
{0, 130, 200, 255}, // Blue
{245, 130, 48, 255}, // Orange
{145, 30, 180, 255}, // Purple
{255, 225, 25, 255}, // Yellow
{70, 240, 240, 255}, // Cyan
{240, 50, 230, 255}, // Magenta
{210, 245, 60, 255}, // Lime
{250, 190, 190, 255} // Pink
};
for (int i = 0; i < pairs; i++)
{
returnColors.push_back(colors[i]);
}
std::cout << returnColors.size() << std::endl;
return returnColors;
};
+11
View File
@@ -0,0 +1,11 @@
#pragma once
#include "gamecube.h"
std::vector<Vec3> createCubes(int pairs);
std::vector<Color> getColors(int pairs);
std::vector<int> calculateFieldSize(int pairs);
+71
View File
@@ -0,0 +1,71 @@
#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
// hallo hier ist robert
//hallo Robert hier ist Niklas
//test
// Ich bin ein Roberter
void gamecube::Update(float flipSpeed)
{
if (flippingForward)
{
rotation += flipSpeed;
if (rotation >= 180.0f)
{
rotation = 180.0f;
flippingForward = false;
flipped = true;
}
}
else if (flippingBackward)
{
rotation -= flipSpeed;
if (rotation <= 0.0f)
{
rotation = 0.0f;
flippingBackward = false;
flipped = false;
}
}
}
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
void gamecube::SetMatched(bool m) { matched = m; }
void gamecube::Draw() const
{
rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation)
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
+42
View File
@@ -0,0 +1,42 @@
#pragma once
#include "gamematrix.h"
#include "raylib.h"
#include <rlgl.h>
struct Vec3
{
float x, y, z;
};
class gamecube
{
public:
gamecube(const Vec3 &pos, Color col);
void Update(float flipSpeed);
void FlipForward();
void FlipBackward();
bool IsFlipped() const;
bool IsMatched() const;
void SetMatched(bool m);
void Draw() const;
Vec3 GetPosition() const;
float GetRotationY() const;
Color GetColor() const { return color; }
private:
Vec3 position;
Color color;
bool flipped = false;
bool matched = false;
bool flippingForward = false;
bool flippingBackward = false;
float rotation = 0.0f;
};
enum class GameState
{
Idle, // kein Würfel offen, Eingabe erlaubt
OneFlipped, // ein Würfel offen
CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
LockInput // Würfel drehen gerade – Eingabe kurz blockiert
};
+87
View File
@@ -0,0 +1,87 @@
#include "gamematrix.h"
using namespace Matrix3D;
///
/// @param matrix1 - First matrix
/// @param matrix2 - Second matrix
/// @return Returns the multiplication of matrix 1 and matrix 2.
std::array<std::array<double,4>,4> gameMatrix::matmul(const std::array<std::array<double,4>,4>& matrix1,
const std::array<std::array<double,4>,4>& matrix2) {
std::array<std::array<double,4>,4> matrix3 = {};
if (matrix1[0].size() != matrix2.size()) {
throw std::invalid_argument("Number of columns of matrix 1 must be equal to number of rows of matrix 2");
};
for (int i = 0; i < matrix1.size(); i++) {
std::array<double,4> temp_array = {};
for (int j = 0; j < matrix2[i].size(); j++) {
double temp = 0;
for (int k = 0; k < matrix2.size(); k++) {
temp += matrix1[i][k] * matrix2[k][j];
}
temp_array[j] = temp;
}
matrix3[i] = temp_array;
}
return matrix3;
}
///
/// @param angle_deg Rotation angle
/// @param axis Rotation axis (x, y, z)
/// @return Returns a rotation matrix based on a given angle and axis.
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
if (axis != 'x' && axis != 'y' && axis != 'z') {
throw std::invalid_argument("Invalid axis");
};
const auto angle_rad = angle_deg * M_PI / 180;
std::array<std::array<double,4>,4> rotationMatrix = {};
switch (axis) {
case 'x': {
std::array<std::array<double,4>,4> rMx = {{
{1, 0, 0, 0},
{0, cos(angle_rad), -sin(angle_rad), 0},
{0, sin(angle_rad), cos(angle_rad), 0},
{0, 0, 0, 1}
}};
rotationMatrix = rMx;
}
break;
case 'y': {
std::array<std::array<double,4>,4> rMy = {{
{cos(angle_rad), 0, sin(angle_rad), 0},
{0, 1, 0, 0},
{-sin(angle_rad), 0, cos(angle_rad), 0},
{0, 0, 0, 1}
}};
rotationMatrix = rMy;
}
break;
case 'z': {
std::array<std::array<double,4>,4> rMz = {{
{cos(angle_rad), -sin(angle_rad), 0, 0},
{sin(angle_rad), cos(angle_rad), 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1}
}};
rotationMatrix = rMz;
}
break;
}
return rotationMatrix;
};
///
/// @param pos 3 point vector (x, y, z)
/// @return Returns a 4x4 translation matrix base on a given vector.
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
std::array<std::array<double,4>,4> transMatrix = {{{1, 0, 0, pos[0]}, {0, 1, 0, pos[1]}, {0, 0, 1, pos[2]}, {0, 0, 0, 1}}};
return transMatrix;
};
+26
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@@ -0,0 +1,26 @@
#pragma once
#include <vector>
#include <array>
#include <stdexcept>
#include <cmath>
namespace Matrix3D {
class gameMatrix
{
public:
// Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& matrix1,
const std::array<std::array<double,4>,4>& matrix2);
// Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
// Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
private:
//TODO: Was für eine Rolle spielen Vec3 und Mat4???
struct Vec3 {double x,y,z;};
std::array<std::array<double,4>,4> Mat4 {};
};
}
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+217
View File
@@ -0,0 +1,217 @@
#include "gamecube.h"
#include "createCube.h"
#include "userinterface.h"
#include <algorithm>
#include <ctime>
#include <iostream>
#include "ScoreManager.h"
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
UserInterface userInterface;
ScoreManager score("Highscores.txt");
//CHRIS WAR HIER
//AXIOM WAR HIER
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {8.0f, 8.5f, 8.0f};
camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
GameState state = GameState::Idle;
//TODO: Hier die Zeit abrufen.
double currentScoreTime = 0.0;
double startTime = 0.0;
double highScoreTime = score.getBestTime();
//TODO: Hier die Anzahl der Züge abrufen.
int currentScoreTurns = 0;
int highScoreTurns = score.getHighScore();
//if (currentScoreTime <= highScoreTime) highScoreTime = currentScoreTime;
//if (currentScoreTime <= highScoreTurns) highScoreTurns = currentScoreTurns;
int cubePairs = userInterface.getCubeCount();
if (cubePairs <= 0) {
userInterface.showMenu(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
cubePairs = userInterface.getCubeCount();
// Startzeit speichern nach Enter
startTime = currentScoreTime;
}
std::vector<Vec3> positions =createCubes(cubePairs);
// Nur x Farben für x Paare
std::vector<Color> colors= getColors(cubePairs);
// Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool;
for (int i = 0; i < cubePairs; i++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < cubePairs*2; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// Klick-Erkennung
//if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (!gameWon
&& state != GameState::LockInput
&& state != GameState::CheckingMatch
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
{
if (state == GameState::OneFlipped && first == &c)
break;
c.FlipForward();
if (state == GameState::Idle)
{
first = &c;
state = GameState::OneFlipped;
}else if (state == GameState::OneFlipped && first != &c)
{
second = &c;
state = GameState::LockInput;
}
score.incrementScore();
currentScoreTurns = score.getCurrentScore() / 2;
break;
}
}
}
}
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
}
if (state == GameState::LockInput && first && second)
{
if (first->GetRotationY() == 180.0f && second->GetRotationY() == 180.0f)
{
state = GameState::CheckingMatch;
}
}
// Matching-Logik
if (state == GameState::CheckingMatch && first && second)
{
//currentScoreTurns = score.getCurrentScore();
Color col1 = first->GetColor();
Color col2 = second->GetColor();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = second = nullptr;
state = GameState::Idle;
std::cout <<"unlock";
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
//Zeit Berechnung
if (!gameWon)
{
currentScoreTime = GetTime() - startTime;
DrawText(TextFormat("%.2f", currentScoreTime), 10, 30, 20, DARKGRAY);
}
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon) {
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
//TODO: Neue Scores zuweisen, current genügen.
//currentScoreTime = 17.3;
//currentScoreTurns = 10;
if (currentScoreTime <= highScoreTime) highScoreTime = currentScoreTime;
if (currentScoreTurns <= highScoreTurns) highScoreTurns = currentScoreTurns;
score.saveHighScore(currentScoreTurns, currentScoreTime);
userInterface.showScore(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
}
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
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Hallo ehrwürdige Teamkameraden, wir werden das Projekt mit Bravur meistern! //lern deutsch //Wovon redest du hä? ist doch alles astrein... //du Schlingel
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#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
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========================================================
Projekt: gamematrix (C++ Library)
Rolle: Projektleiter
Datei: requirements.txt
Datum: 03.11.2025
Team: Stone_Development
========================================================
# ----------------------------
# 1. Projektziel
# ----------------------------
Beschreiben Sie hier kurz das Ziel des Projekts:
Ziel: gamematrix.cpp erweitern, Matrizenoperationen für 3D-Transformationen bereitstellen,
Integration in das bestehende Spielprojekt, Vorgehensmodell: Wasserfall
# ----------------------------
# 2. Funktionale Anforderungen
# ----------------------------
Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
| Funktion | Eingabe, Kurzbeschreibung | Ausgabe | |
|---------------|------------------------------------|-----------------------|----------------------------------------|
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | _____________________________________ |
| translate | 3D Vektor | 4x4 Matrix | __________________________
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix |
# ----------------------------
# 3. Nicht-funktionale Anforderungen
# ----------------------------
- Lesbarkeit
- Performance
- Wartbarkeit
- Python-Kompatibilität via pybind11
# ----------------------------
# 4. Annahmen / Einschränkungen
# ----------------------------
(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
- Alle Matrizen sind 4x4
- Winkel in Grad
- nur double
# ----------------------------
# 5. Abnahmekriterien
# ----------------------------
Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
- Unit-Tests
- Beispielrotationen
- Matrizenmultiplikation
========================================================
1. Anforderungsanalyse:
-Erforderliche Maßnahmen dokumentiert und an die Mitarbeiter übergeben.
-Sinnvolle Testfälle entworfen
2. Design/ Entwurf:
-Komponenten von den benötigten Klassen festgehalten und dokumentiert
-Testplan erstellt und CMakeLists.txt angepasst
3. Implementierung:
-Nötige Funktionen erfolgreich implementiert
-Funktionen dokumentiert
4.
========================================================
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#include <cassert>
#include <cmath>
#include <iostream>
#include "gamematrix.cpp"
void test_matmul_basic() {
std::array<std::array<double,4>,4> A = {{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1}
}};
std::array<std::array<double,4>,4> B = {{
{2, 3, 4, 5},
{1, 1, 1, 1},
{0, 0, 0, 0},
{7, 7, 7, 7}
}};
auto C = Matrix3D::gameMatrix::matmul(A, B);
assert(C[0][0] == 2);
assert(C[0][1] == 3);
assert(C[1][0] == 1);
assert(C[3][3] == 7);
}
void test_translate_basic() {
std::array<double, 3> pos = {3, -2, 8};
auto T = Matrix3D::gameMatrix::translate(pos);
assert(T[0][3] == 3);
assert(T[1][3] == -2);
assert(T[2][3] == 8);
}
void test_rot3D_basic() {
auto R = Matrix3D::gameMatrix::rot3D(90, 'x');
// cos(90°) ≈ 0, sin(90°) ≈ 1
assert(std::abs(R[1][1]) < 1e-6);
assert(std::abs(R[1][2] + 1.0) < 1e-6);
}
int main() {
test_matmul_basic();
test_translate_basic();
test_rot3D_basic();
std::cout << "Test bestanden!\n";
return 0;
}
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========================================================
Projekt: gamematrix (C++ Library)
Rolle: Tester
Datei: tests.txt
Datum: ____________________
Team: ____________________
========================================================
# ----------------------------
# 1. Testplan Übersicht
# ----------------------------
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
|---------------|---------------------------|------------------------------|-----------------------------------|----------------------------|
| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
| matmul | Beispielmatrizen | A=[[...]], B=[[...]] | C=[[...]] | Prüfen mit Handrechnung |
| translate | Verschiebung | Vec3 {1,2,3} | Matrix mit Translation 1,2,3 | Prüfen letzte Spalte |
| rot3D | Rotation Z 90° | angle_deg=90, axis='z' | (1,0,0) -> (0,1,0) | Prüfen Anwendung auf Vektor|
| rot3D | Rotation X 180° | angle_deg=180, axis='x' | (0,1,0) -> (0,-1,0) | Prüfen Anwendung auf Vektor|
| rot3D | Rotation Y 270° | angle_deg=270, axis='y' | (1,0,0) -> (0,0,-1) | Prüfen Anwendung auf Vektor|
# ----------------------------
# 2. Testdaten / Matrizen
# ----------------------------
- Matrizen für matmul: Identity, Beispiel A/B Matrizen
- Vektoren für translate: Vec3 {x, y, z}
- Vektoren für rot3D: Vec3 {1,0,0}, Vec3 {0,1,0}
# ----------------------------
# 3. Abnahmekriterien
# ----------------------------
- Alle Unit-Tests erfolgreich
- Keine Exceptions außer gewollt (z. B. ungültige Achse)
- Testbericht in tests.txt dokumentiert
========================================================
Hinweis:
- Diese Datei wird vom Tester gepflegt.
- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
========================================================
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#include "userinterface.h"
#include "raylib.h"
#include "raygui.h"
#include <iostream>
#include <cstring>
#include <format>
int UserInterface::getCubeCount() {
return cubeCount;
};
void UserInterface::showMenu(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns) {
char textInput[3] = "3";
menuOpen = true;
Rectangle inputBox = {300, 250, 200, 50};
while (menuOpen && !WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
showScore(currentScoreTime, highScoreTime, currentScoreTurns, highScoreTurns);
if (wrongInput) {
DrawText("Falsche Eingabe.\nWie viele Würfelpaare? (2-10)", 220, 180, 20, DARKGRAY);
} else {
DrawText("Wie viele Würfelpaare? (2-10)", 220, 180, 20, DARKGRAY);
}
GuiTextBox(inputBox, textInput, 3, true);
if (IsKeyPressed(KEY_ENTER)) {
if (!(std::atoi(textInput) > 10 || std::atoi(textInput) <= 1)) {
menuOpen = false;
cubeCount = std::atoi(textInput);
currentScoreTime = GetTime();
} else {
wrongInput = true;
}
}
EndDrawing();
}
}
void UserInterface::showScore(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns) {
Color currentScoreTimeColor = RED;
Color highScoreTimeColor = GREEN;
Color currentScoreTurnsColor = RED;
Color highScoreTurnsColor = GREEN;
if (currentScoreTime <= highScoreTime) {
currentScoreTimeColor = GREEN;
} else if (currentScoreTime < highScoreTime) {
currentScoreTimeColor = RED;
}
if (currentScoreTurns <= highScoreTurns) {
currentScoreTurnsColor = GREEN;
} else if (currentScoreTurns > highScoreTurns) {
currentScoreTurnsColor = RED;
}
if (!menuOpen) {
std::string currentTimeOutput = std::format("Deine Zeit: {:.2f}", currentScoreTime);
DrawText(currentTimeOutput.c_str(), 220, 100, 20, currentScoreTimeColor);
std::string currentTurnsOutput = "Deine Züge: " + std::to_string(currentScoreTurns);
DrawText(currentTurnsOutput.c_str(), 440, 100, 20, currentScoreTurnsColor);
}
std::string highTimeOutput = std::format("Beste Zeit: {:.2f}", highScoreTime);
DrawText(highTimeOutput.c_str(), 220, 120, 20, highScoreTimeColor);
std::string highTurnsOutput = "Wenigste Züge: " + std::to_string(highScoreTurns);
DrawText(highTurnsOutput.c_str(), 440, 120, 20, highScoreTurnsColor);
}
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#pragma once
class UserInterface {
public:
int getCubeCount();
void showMenu(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns);
void showScore(double &currentScoreTime, double &highScoreTime, int &currentScoreTurns, int &highScoreTurns);
bool menuOpen = false;
private:
int cubeCount = 0;
bool wrongInput = false;
};
#ifndef USERINTERFACE_H
#define USERINTERFACE_H
#endif //USERINTERFACE_H
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